view src/audio/sun/SDL_sunaudio.c @ 4139:568c9b3c0167 SDL-1.2

* Added configure option --enable-screensaver, to allow enabling the screensaver by default. * Use XResetScreenSaver() instead of disabling screensaver entirely. Full discussion summary from Erik on the SDL mailing list: Current behaviour ================= SDL changes the user's display power management settings without permission from the user and without telling the user. The interface that it uses to do so is DPMSDisable/DPMSEnable, which should only ever be used by configuration utilities like KControl, never by normal application programs, let alone by the libraries that they use. Using an interface that is not at all intended for what SDL tries to achieve means that it will not work as it should. Firstly, the power management is completely disabled during the whole lifetime of the SDL program, not only when it should be. Secondly, it makes SDL non-reentrant, meaning that things will break when multiple SDL programs are clients of the same X server simultaneously. Thirdly, no cleanup mechanism ensures that the setting is restored if the client does not do that (for example if it crashes). In addition to that, this interface is broken on xorg, [http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries to do does not work at all on that implementation of the X Window System. (The reason that the DPMSEnable works in KControl is that it calls DPMSSetTimeout immediately after, [http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]). The problems that the current behaviour causes ============================================== 1. Information leak. When the user is away, someone might see what the user has on the display when the user counts on the screensaver preventing this. This does not even require physical access to the workstation, it is enough to see it from a distance. 2. Draining battery. An SDL program that runs on a laptop will quickly drain the battery while the user is away. The system will soon shut down and require recharging before being usable again, while it should in fact have consumed very little energy if the user's settings would have been obeyed. 3. Wasting energy. Even if battery issues are not considered, energy as such is wasted. 4. Display wear. The display may be worn out. The problems that the current behaviour tries to solve ====================================================== 1. Preventing screensaver while playing movies. Many SDL applications are media players. They have reasons to prevent screensavers from being activated while a movie is being played. When a user clicks on the play button it can be interpreted as saying "play this movie, but do not turn off the display while playing it, because I will watch it even though I do not interact with the system". 2. Preventing screensaver when some input bypasses X. Sometimes SDL uses input from another source than the X server, so that the X server is bypassed. This obviously breaks the screensaver handling. SDL tries to work around that. 3. Preventing screensaver when all input bypasses X. There is something called Direct Graphics Access mode, where a program takes control of both the display and the input devices from the X server. This obviously means that the X server can not handle the screensaver alone, since screensaver handling depends on input handling. SDL does not do what it should to help the X server to handle the screensaver. Nor does SDL take care of screeensaver handling itself. SDL simply disables the screensaver completely. How the problems should be solved ================================= The correct way for an application program to prevent the screensaver under X is to call XResetScreenSaver. This was recently discovered and implemented by the mplayer developers, [http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to wrap this in an API call (SDL_ResetScreenSaver) and implement it for the other video targets (if they do not have a corresponding call, SDL should do what it takes on that particular target, for example sending fake key events). 1. When a movie is played, the player should reset the screensaver when the animation is advanced to a new frame. The same applies to anything similar, like slideshows. 2. When the X server is handling input, it must handle all input (keyboards, mice, gamepads, ...). This is necessary, not only to be able to handle the screensaver, but also so that it can send the events to the correct (the currently active) client. If there is an input device that the X server can not handle for some reason (such as lack of Plug and Play capability), the program that handles the device as a workaround must simulate what would happen if the X server would have handled the device, by calling XResetScreenSaver when input is received from the device. 3. When the X server is not handling the input, it depends on the program that does to call XResetScreenSaver whenever an input event occurs. Alternatively the program must handle the screensaver countdown internally and call XActivateScreenSaver.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 29 Feb 2008 13:55:44 +0000
parents af30090c0330
children 782fd950bd46 c121d94672cb a1b03ba2fcd0
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* Allow access to a raw mixing buffer */

#include <fcntl.h>
#include <errno.h>
#ifdef __NETBSD__
#include <sys/ioctl.h>
#include <sys/audioio.h>
#endif
#ifdef __SVR4
#include <sys/audioio.h>
#else
#include <sys/time.h>
#include <sys/types.h>
#endif
#include <unistd.h>

#include "SDL_timer.h"
#include "SDL_audio.h"
#include "../SDL_audiomem.h"
#include "../SDL_audio_c.h"
#include "../SDL_audiodev_c.h"
#include "SDL_sunaudio.h"

/* Open the audio device for playback, and don't block if busy */
#define OPEN_FLAGS	(O_WRONLY|O_NONBLOCK)

/* Audio driver functions */
static int DSP_OpenAudio(_THIS, SDL_AudioSpec *spec);
static void DSP_WaitAudio(_THIS);
static void DSP_PlayAudio(_THIS);
static Uint8 *DSP_GetAudioBuf(_THIS);
static void DSP_CloseAudio(_THIS);

static Uint8 snd2au(int sample);

/* Audio driver bootstrap functions */

static int Audio_Available(void)
{
	int fd;
	int available;

	available = 0;
	fd = SDL_OpenAudioPath(NULL, 0, OPEN_FLAGS, 1);
	if ( fd >= 0 ) {
		available = 1;
		close(fd);
	}
	return(available);
}

static void Audio_DeleteDevice(SDL_AudioDevice *device)
{
	SDL_free(device->hidden);
	SDL_free(device);
}

static SDL_AudioDevice *Audio_CreateDevice(int devindex)
{
	SDL_AudioDevice *this;

	/* Initialize all variables that we clean on shutdown */
	this = (SDL_AudioDevice *)SDL_malloc(sizeof(SDL_AudioDevice));
	if ( this ) {
		SDL_memset(this, 0, (sizeof *this));
		this->hidden = (struct SDL_PrivateAudioData *)
				SDL_malloc((sizeof *this->hidden));
	}
	if ( (this == NULL) || (this->hidden == NULL) ) {
		SDL_OutOfMemory();
		if ( this ) {
			SDL_free(this);
		}
		return(0);
	}
	SDL_memset(this->hidden, 0, (sizeof *this->hidden));
	audio_fd = -1;

	/* Set the function pointers */
	this->OpenAudio = DSP_OpenAudio;
	this->WaitAudio = DSP_WaitAudio;
	this->PlayAudio = DSP_PlayAudio;
	this->GetAudioBuf = DSP_GetAudioBuf;
	this->CloseAudio = DSP_CloseAudio;

	this->free = Audio_DeleteDevice;

	return this;
}

AudioBootStrap SUNAUDIO_bootstrap = {
	"audio", "UNIX /dev/audio interface",
	Audio_Available, Audio_CreateDevice
};

#ifdef DEBUG_AUDIO
void CheckUnderflow(_THIS)
{
#ifdef AUDIO_GETINFO
	audio_info_t info;
	int left;

	ioctl(audio_fd, AUDIO_GETINFO, &info);
	left = (written - info.play.samples);
	if ( written && (left == 0) ) {
		fprintf(stderr, "audio underflow!\n");
	}
#endif
}
#endif

void DSP_WaitAudio(_THIS)
{
#ifdef AUDIO_GETINFO
#define SLEEP_FUDGE	10		/* 10 ms scheduling fudge factor */
	audio_info_t info;
	Sint32 left;

	ioctl(audio_fd, AUDIO_GETINFO, &info);
	left = (written - info.play.samples);
	if ( left > fragsize ) {
		Sint32 sleepy;

		sleepy = ((left - fragsize)/frequency);
		sleepy -= SLEEP_FUDGE;
		if ( sleepy > 0 ) {
			SDL_Delay(sleepy);
		}
	}
#else
	fd_set fdset;

	FD_ZERO(&fdset);
	FD_SET(audio_fd, &fdset);
	select(audio_fd+1, NULL, &fdset, NULL, NULL);
#endif
}

void DSP_PlayAudio(_THIS)
{
	/* Write the audio data */
	if ( ulaw_only ) {
		/* Assuming that this->spec.freq >= 8000 Hz */
		int accum, incr, pos;
		Uint8 *aubuf;

		accum = 0;
		incr  = this->spec.freq/8;
		aubuf = ulaw_buf;
		switch (audio_fmt & 0xFF) {
			case 8: {
				Uint8 *sndbuf;

				sndbuf = mixbuf;
				for ( pos=0; pos < fragsize; ++pos ) {
					*aubuf = snd2au((0x80-*sndbuf)*64);
					accum += incr;
					while ( accum > 0 ) {
						accum -= 1000;
						sndbuf += 1;
					}
					aubuf += 1;
				}
			}
			break;
			case 16: {
				Sint16 *sndbuf;

				sndbuf = (Sint16 *)mixbuf;
				for ( pos=0; pos < fragsize; ++pos ) {
					*aubuf = snd2au(*sndbuf/4);
					accum += incr;
					while ( accum > 0 ) {
						accum -= 1000;
						sndbuf += 1;
					}
					aubuf += 1;
				}
			}
			break;
		}
#ifdef DEBUG_AUDIO
		CheckUnderflow(this);
#endif
		if ( write(audio_fd, ulaw_buf, fragsize) < 0 ) {
			/* Assume fatal error, for now */
			this->enabled = 0;
		}
		written += fragsize;
	} else {
#ifdef DEBUG_AUDIO
		CheckUnderflow(this);
#endif
		if ( write(audio_fd, mixbuf, this->spec.size) < 0 ) {
			/* Assume fatal error, for now */
			this->enabled = 0;
		}
		written += fragsize;
	}
}

Uint8 *DSP_GetAudioBuf(_THIS)
{
	return(mixbuf);
}

void DSP_CloseAudio(_THIS)
{
	if ( mixbuf != NULL ) {
		SDL_FreeAudioMem(mixbuf);
		mixbuf = NULL;
	}
	if ( ulaw_buf != NULL ) {
		SDL_free(ulaw_buf);
		ulaw_buf = NULL;
	}
	close(audio_fd);
}

int DSP_OpenAudio(_THIS, SDL_AudioSpec *spec)
{
	char audiodev[1024];
#ifdef AUDIO_SETINFO
	int enc;
#endif
	int desired_freq = spec->freq;

	/* Initialize our freeable variables, in case we fail*/
	audio_fd = -1;
	mixbuf = NULL;
	ulaw_buf = NULL;

	/* Determine the audio parameters from the AudioSpec */
	switch ( spec->format & 0xFF ) {

		case 8: { /* Unsigned 8 bit audio data */
			spec->format = AUDIO_U8;
#ifdef AUDIO_SETINFO
			enc = AUDIO_ENCODING_LINEAR8;
#endif
		}
		break;

		case 16: { /* Signed 16 bit audio data */
		        spec->format = AUDIO_S16SYS;
#ifdef AUDIO_SETINFO
			enc = AUDIO_ENCODING_LINEAR;
#endif
		}
		break;

		default: {
			SDL_SetError("Unsupported audio format");
			return(-1);
		}
	}
	audio_fmt = spec->format;

	/* Open the audio device */
	audio_fd = SDL_OpenAudioPath(audiodev, sizeof(audiodev), OPEN_FLAGS, 1);
	if ( audio_fd < 0 ) {
		SDL_SetError("Couldn't open %s: %s", audiodev,
			     strerror(errno));
		return(-1);
	}

	ulaw_only = 0;		/* modern Suns do support linear audio */
#ifdef AUDIO_SETINFO
	for(;;) {
	    audio_info_t info;
	    AUDIO_INITINFO(&info); /* init all fields to "no change" */

	    /* Try to set the requested settings */
	    info.play.sample_rate = spec->freq;
	    info.play.channels = spec->channels;
	    info.play.precision = (enc == AUDIO_ENCODING_ULAW)
		                  ? 8 : spec->format & 0xff;
	    info.play.encoding = enc;
	    if( ioctl(audio_fd, AUDIO_SETINFO, &info) == 0 ) {

		/* Check to be sure we got what we wanted */
		if(ioctl(audio_fd, AUDIO_GETINFO, &info) < 0) {
		    SDL_SetError("Error getting audio parameters: %s",
				 strerror(errno));
		    return -1;
		}
		if(info.play.encoding == enc
		   && info.play.precision == (spec->format & 0xff)
		   && info.play.channels == spec->channels) {
		    /* Yow! All seems to be well! */
		    spec->freq = info.play.sample_rate;
		    break;
		}
	    }

	    switch(enc) {
	    case AUDIO_ENCODING_LINEAR8:
		/* unsigned 8bit apparently not supported here */
		enc = AUDIO_ENCODING_LINEAR;
		spec->format = AUDIO_S16SYS;
		break;	/* try again */

	    case AUDIO_ENCODING_LINEAR:
		/* linear 16bit didn't work either, resort to µ-law */
		enc = AUDIO_ENCODING_ULAW;
		spec->channels = 1;
		spec->freq = 8000;
		spec->format = AUDIO_U8;
		ulaw_only = 1;
		break;

	    default:
		/* oh well... */
		SDL_SetError("Error setting audio parameters: %s",
			     strerror(errno));
		return -1;
	    }
	}
#endif /* AUDIO_SETINFO */
	written = 0;

	/* We can actually convert on-the-fly to U-Law */
	if ( ulaw_only ) {
	        spec->freq = desired_freq;
		fragsize = (spec->samples*1000)/(spec->freq/8);
		frequency = 8;
		ulaw_buf = (Uint8 *)SDL_malloc(fragsize);
		if ( ulaw_buf == NULL ) {
			SDL_OutOfMemory();
			return(-1);
		}
		spec->channels = 1;
	} else {
		fragsize = spec->samples;
		frequency = spec->freq/1000;
	}
#ifdef DEBUG_AUDIO
	fprintf(stderr, "Audio device %s U-Law only\n", 
				ulaw_only ? "is" : "is not");
	fprintf(stderr, "format=0x%x chan=%d freq=%d\n",
		spec->format, spec->channels, spec->freq);
#endif

	/* Update the fragment size as size in bytes */
	SDL_CalculateAudioSpec(spec);

	/* Allocate mixing buffer */
	mixbuf = (Uint8 *)SDL_AllocAudioMem(spec->size);
	if ( mixbuf == NULL ) {
		SDL_OutOfMemory();
		return(-1);
	}
	SDL_memset(mixbuf, spec->silence, spec->size);

	/* We're ready to rock and roll. :-) */
	return(0);
}

/************************************************************************/
/* This function (snd2au()) copyrighted:                                */
/************************************************************************/
/*      Copyright 1989 by Rich Gopstein and Harris Corporation          */
/*                                                                      */
/*      Permission to use, copy, modify, and distribute this software   */
/*      and its documentation for any purpose and without fee is        */
/*      hereby granted, provided that the above copyright notice        */
/*      appears in all copies and that both that copyright notice and   */
/*      this permission notice appear in supporting documentation, and  */
/*      that the name of Rich Gopstein and Harris Corporation not be    */
/*      used in advertising or publicity pertaining to distribution     */
/*      of the software without specific, written prior permission.     */
/*      Rich Gopstein and Harris Corporation make no representations    */
/*      about the suitability of this software for any purpose.  It     */
/*      provided "as is" without express or implied warranty.           */
/************************************************************************/

static Uint8 snd2au(int sample)
{

	int mask;

	if (sample < 0) {
		sample = -sample;
		mask = 0x7f;
	} else {
		mask = 0xff;
	}

	if (sample < 32) {
		sample = 0xF0 | (15 - sample / 2);
	} else if (sample < 96) {
		sample = 0xE0 | (15 - (sample - 32) / 4);
	} else if (sample < 224) {
		sample = 0xD0 | (15 - (sample - 96) / 8);
	} else if (sample < 480) {
		sample = 0xC0 | (15 - (sample - 224) / 16);
	} else if (sample < 992) {
		sample = 0xB0 | (15 - (sample - 480) / 32);
	} else if (sample < 2016) {
		sample = 0xA0 | (15 - (sample - 992) / 64);
	} else if (sample < 4064) {
		sample = 0x90 | (15 - (sample - 2016) / 128);
	} else if (sample < 8160) {
		sample = 0x80 | (15 - (sample - 4064) /  256);
	} else {
		sample = 0x80;
	}
	return (mask & sample);
}